Rampant on the Tracks (RotT) is a game with procedurally generated
Tracks.
Tracks are
Nodes connected together -
Walkers move over the connections, from Node to Node.
Specific Nodes are
Destinations - when a Walker lands on them, it's finished its walk. Only one Walker can occupy a Destination.
A " round " of gameplay starts with Walkers on non-Destination nodes. There are as many Walkers as there are Destinations - the player's challenge is to get each Walker to one destination.
The general win condition is " every Destination is occupied by one Walker " - the general lose condition is " at least one Walker is unable to get to a Destination ".
Part of RotT's gameplay variety will come from the many things that could cause that lose condition. The first iteration of RotT will challenge the player in two ways:
- Walker movement - the player's Walkers will move without direct input from the player on its own logic. Navigating a Walker to its destination will require anticipating and accounting for that logic.
- " enemy " Walkers - non-Player Walkers will be moving so as to cut off the player's Walkers from reaching any Destination. The player will also have to anticipate and account for these.
The player has tools to meet those challenges:
- Blocks - the player can apply a Block to a given Node, so that any Walker traveling to it is redirected back the way it came.
- Redirects - the player can apply a Redirect to a given Node, so that any Walker traveling to it is forced to go in the specific direction.
Challenge is added by constraint on use of those tools - after one application, the player must wait a period of time before being able to use it again.
Challenge and variety are also added by the Tracks being generated per round (Voronout + subsequent mutation). The player has to be anticipating and account for Walker movement in order to win - variability in the Tracks adds to that.
See the RotT Demos
page for web-based gameplay demos.